Abstract

The purpose of this study was to determine the improvement of craft and entrepreneurship learning outcomes (PKWU) students of class XI IPS Jatibarang 1 High School through a team game tournament learning (uno stacko challenge). The population was students of class XI totaling 90 people. Sampling uses a cluster sampling technique. Samples were taken as many as 2 classes, one experimental class with 29 students and one control class with 32 students. Data collection methods used are observation, documentation, and tests. The test instruments were using validity, data reliability, difficulty level and different test, while the hypothesis test used t-test assisted by SPSS program. The descriptive analysis calculation states that the average learning class completeness in the experimental class increased by 34.4% compared to the previous one. Significance on Levene’s Test shows a number of 0.071 this means normal and homogeneous data. While the significance value (2-tailed) is known to be 0,000 with a significance level of 5%, it can be said that the hypothesis that the team games tournament learning with uno stacko challenge games is effectively implemented in order to improve craft learning outcomes and entrepreneurship is acceptable. In an effort to improve education, especially in the learning process, teachers must be able to apply various learning models. The goal is that students are more active, can cooperate, practice concentration and be able to solve learning problems so that the learning outcomes of each subject also increase. Principals as policy makers at the lowest level participate to help improve teacher competency through the provision of training learning models and the use of media as a learning tool.Keyword: Team Games Tournament, Uno Stacko, Study Result

Highlights

  • PENDAHULUAN Pembelajaran yang efektif dapat dicapai dengan kolaborasi antara gurusiswa, model pembelajaran dan media yang tepat digunakan

  • The purpose of this study was to determine the improvement of craft and entrepreneurship learning outcomes (PKWU) students of class XI IPS Jatibarang 1 High School through a team game tournament learning

  • Samples were taken as many as 2 classes, one experimental class with 29 students and one control class with 32 students

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Summary

Jumlah KKM siswa siswa di bawah

Salah satu upaya untuk memecahkan masalah tersebut dengan mengembangkan model pembelajaran yang digunakan. Team Games Tournament Learning dengan nama permainan uno stacko challenge digunakan sebagai alternatif model pembelajaran, harapannya dapat terjadi feed back antara guru dan siswa. Bermedia uno stacko merupakan model pembelajaran yang memberikan kesempatan untuk siswa berperan aktif, berpikir strategis, mencari solusi dalam setiap masalah yang dihadapinya. Menunjukan bahwa model pembelajaran teams game tournament (TGT) lebih efektif dibandingkan model pembelajaran numbered heads together (NHT) dan model pembelajaran konvensional untuk meningkatkan hasil belajar siswa. Menggunakan balok-balok kayu yang disusun seperti menara, uno stacko merupakan media pembelajaran yang dapat merangsang berpikir strategis, mengasah ingatan juga meningkatkan konsentrasi. 8 | JURNAL PROMOSI balok susun akan memberi efek yang baik karena permainan tersebut membuat siswa lebih tertarik dan antusias, (Hedberg : 2010)

METODE PENELITIAN
Pretes Perlaku Posttes t an t eksperimen
Pengujian hipotesis dilakukan dengan
Equal variances not assumed
Findings
KESIMPULAN DAN SARAN
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